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Implicit Curriculum in Procgen Made Explicit
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Builds C-Procgen, a Procgen variant exposing explicit context parameters, and uses PPO runs to show that uniformly sampled multi-context training implicitly follows an easy-to-hard curriculum.
Problem
Procgen levels vary in difficulty through hidden, black-box context parameters, and prior curriculum work manipulates level order or generation; how learning itself progresses across diverse contexts under uniform multi-level training is under-studied.
Approach
Refactor Procgen to expose over 100 environment parameters so contexts are explicitly controllable, then analyze per-context score, loss, and sample counts over training to reveal an implicit curriculum emerging without level prioritization, plus a Loss Production Efficiency measure linked to PLR gains.
Key results
- Across nine Procgen games, loss and return shift from easy to hard contexts over training despite uniform context sampling.
- Lower Loss Production Efficiency correlates with larger score gains from Prioritized Level Replay across Procgen games (qualitative correlation shown in Figure 4).
- Expanding the context set (Leaper Setting 1 with six new contexts) accelerates the shift of loss focus toward harder contexts relative to the original setting.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Train with uniformly sampled contexts and no level prioritization | PPO on Procgen · Procgen games | learning progression across context difficulty | Helped |
| Use C-Procgen to expose and control environment parameters | Procgen · Procgen benchmark | context control | Helped |
| Mask out selected training contexts (ablation) | PPO on Procgen · Coinrun, Heist, Ninja, Climber, and other Procgen games | final average score | Mixed |
| Remove difficult contexts from training (ablation) | PPO on Procgen · Climber, Coinrun, and Heist | final average score | Helped |
| Expand the training context set with six contexts that connect the original Leaper contexts (ablation) | PPO on Leaper · Leaper | speed of loss shift toward hard contexts | Helped |
| Expand Leaper training to allow both lane parameters to take any value from {0, 1, 2, 3} (ablation) | PPO on Leaper · Leaper | learning speed | Helped |
| Use the original Leaper context setting rather than expanded contexts (ablation) | PPO on Leaper · Leaper | speed of loss shift toward hard contexts | Hurt |
| Use the original uniformly sampled context distribution | PPO on Procgen · Procgen games | loss production efficiency | Hurt |
Surprising findings
- Samples concentrate on hard contexts for most of training, while loss concentrates on moderately difficult contexts, a mismatch that may waste samples.
- Excluding some contexts sometimes improved final performance, e.g., in Climber setting 3 and Heist settings 2 and 3.
Limitations
- No specific evaluation protocol is provided for C-Procgen.
- Only Procgen games are covered, and dynamic context distributions evolving with learning were not explored.
- The LPE–PLR correlation is observed qualitatively across games and not established rigorously.
Experimental setup
Datasets: Procgen Benchmark
Benchmarks: Procgen Benchmark
Metrics: average score loss per sample sample count per context loss production efficiency score improvement with PLR
Baselines: Prioritized Level Replay
Builds on: Procgen PPO Prioritized Level Replay IMPALA
Closest papers by meaning
- Automated curriculum generation through setter-solver interactions (ICLR 2020 · similarity 0.88)
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- Active Curriculum Refinement for Reinforcement Learning (ICML 2026 · similarity 0.87)
- PORTAL: Automatic Curricula Generation for Multiagent Reinforcement Learning (AAAI 2024 · similarity 0.85)
- Diffusion-based Curriculum Reinforcement Learning (NeurIPS 2024 · similarity 0.85)
- Learning Progress Driven Multi-Agent Curriculum (ICML 2025 · similarity 0.84)
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